You'll be seeing the official build make its way onto Impulse and SDCentral next week, but in the meantime, just copy the contents of this ZIP into your 'Program FilesStardock/TotalGaming/GalCiv2/Twilight' folder and you should be good to go!

+ NEW: Removed a duplicate entry in the StarbaseModules.xml file. Also added some starbase modules with "Mining" and "ProductionAssist" abilities to compensate the races that do not have the factory line of techs in their tech trees (Iconians, Thalans, Korath, Yor). And I didn't just blindly add these, I made a spread sheet of all the starbase modules that each race has access to and filled in a few of the holes with new modules the best way I saw fit. They are tied to race-specific techs, so no other races will inadvertently be affected.

+ TWEAK: Made sure some techs were non-tradable and non-stealable because they now unlock starbase modules that I intend to be race-specific.

+ TWEAK: Fixed a few spelling/grammatical errors in the Yor tech tree. Specifically, changed "York" to "Yor" and "significant" to "significantly"

+ TWEAK: Removed the description for the Divergent Evolution tech from both the Drath and Altarian tech trees so I could put it in techTree.xml. The description was exactly the same in the race tech trees including a bunch of misplaced linebreaks, which I fixed.

+ FIXED: A few typos in the descriptions of some ship components. Namely, when describing the numeric amount of HP or % boost a component gives.

+ FIXED: The Krynn were using the Torian's description for Aquatic World Colonization. Removed that, so it'll use the default description now

+ FIXED: Added "Space Weapons" and "Space Defense" techs back into the Thalan tech tree in their usual place right before the weapons and defense branches. I made them cheaper than usual so you can still have a quick research route to those branches of the tree. The reason I had to add them back in is because they provide starbase modules that are prereqs to other starbase modules that are still being unlocked in the thalan tree. Without access to the prereq starbase modules however, any modules that depend on them are impossible to use. Simply adding the two techs back into the tree fixes the issue.

+ FIXED: Bug where you could buy several improvements for the planet on the same turn from the quick build screen.

+ FIXED: Bug where if you bought a ship on a planet, you couldn't buy an improvement that turn

+ FIXED: Bug where the colony management screen didn't always have the most recent data

+ FIXED: Planet height maps that were placing tiles in the 'ocean' parts of the planet images

+ FIXED: Mind Control Center improvement

+ FIXED: Modified plague and disease mega-events to notify a player that they must research antivirus software or firewalls as a robotic race to find the cure, not plague cure or disease cure

+ FIXED: Gravity Accelerators were missing a Special ID, which was causing a crash when they were built

+ FIXED: Now can't trade Ascension starbases

EDIT: Please make sure you have the most recient version of Twilight downloaded.

If I find others, I'll be certain to report them. In the mean time, I'll go check for modules that need spell checking (I forgot to report them).

+ FIXED: Bug where you could buy several improvements for the planet on the same turn from the quick build screen.

I'll miss you!

You made my planets build up quickly. Thats something I'll never forget. If only there was some way to provide money to help specific planets develop quicker. You know, stuff gets built every turn as though you bought it every turn using money from a reserve (hint hint, nudge nudge).

-These 2 atlas modules (internal names) "WeaponAmplifier" and "KillZone Computer" have the same display name of "Weapon Amplifier". That kind of makes things weird because those 2 atlas modules are significantly different. Also makes it difficult to pick which one to use.

-These 2 hp boosting modules (display names) "IntegrityGrid" and "HyperionHullPoint" looks like they are missing spaces inbetween the individual words (could be intential, but not likely).

Mostly concentrated on the research issue, but couldn't due to event that sped up research. It looked like research inflation wasn't noticeable, which means it's working correctly. Drengin conquering everyone else ruined my day though.

+ NEW: Removed a duplicate entry in the StarbaseModules.xml file. Also added some starbase modules with "Mining" and "ProductionAssist" abilities to compensate the races that do not have the factory line of techs in their tech trees (Iconians, Thalans, Korath, Yor). And I didn't just blindly add these, I made a spread sheet of all the starbase modules that each race has access to and filled in a few of the holes with new modules the best way I saw fit. They are tied to race-specific techs, so no other races will inadvertently be affected.

I've recently finished adding them to my spread sheets, and found something weird. Many of them seem to have the same module as their required module instead of needing the previous one installed.

Thanks for the patch but I found some bugs/suggestions I would like to report which aren't listed in the patch notes. I am playing against all "tough" AI's and still whomping on them militarily. Explore OK, Expand OK, Exploit Problems, Exterminate Problems.

1. Minor bug-Eyes of the Universe galactic project. After it is built I must activate (click on) a starbase or ship or whatever for it's increased vision range to show on the map, this should be automatic.

2. Medium bug-Terran Alliance hasn't built a single mine and it's half way through the game crippling their potential production. All other races I have encountered seem to mine aggresively so should be OK.

3. Medium scale building should be a very high priority for the AI so they can get cruisers fairly quickly. This should be doubly so if any other species has researched it. Mid-game I could have killed off the entire Torian Confederation fleet with a single cruiser and they had a huge fighter fleet. Even on tough I could easily wipe out any AI fleet as I exclusively had medium scale building tech.

4. Miners-please have a "stay in own territory" option on automation! It is so annoying when you get mining II and mining III and your automated miner wonders off half way across the universe to get an unmined asteroid rather than improving one closeby. ARGH. To me currently automate miner option is useless.

5. Survey ships-option to explore uncharted territory instead of just looking for anomolies. Automate should do both with a priority given to getting those anomolies.

6. Constructors-automate option similiar to a miner in that the constructor goes to the least developed owned starbase. I.e. your sb with the least modules on it, in case of tie it goes to a random sb that is tied for least number of modules built.

7. Please please make an influence overlay. I would love to see how that +114 influence sb looks on the minimap.

Again thanks for the patch and incorporating the zoom to cursor! You made my day!

-The Thalans get the starbase module "Resource Collector", a very high powered production assist starbase module. It is unlocked by "Hyperion Starbases" along with some other modules. I was thinking that maybe instead of getting 3 mining starbase modules unlocked by the "Industrial Adaptation" techs, we could get a single high powered module unlocked by "Hyperion Starbases".

-As for the civ other modules, I don't like the idea of having starbase modules being unlocked by factory techs. It forces me to consider "Do I want this extra starbase mining/production assist module, or do I want to stay away from industrial sectors since they take like forever to build?" (plus they have a bad maintaince to industrial output ratio). I liked how the Drengin were able to keep their separate and would like it if other civs followed that trend.

The Thalans and Iconians having modules unlocked by their industrial techs is not so bad since their factories generally turn out pretty good. The Yor however, don't do so well with their inept economy. Because its better to stick with first generation collectives than to improve (to advance would put further strain on their inept economy), giving us new modules from those techs is nothing more than a tease.

-One of the techs the Thalans recently got was "Space Weapons". Every other civ that can research it gets a +5% bonus to military production after researching it. The Thalans however don't. It appears to be one of those added bonuses added to a tech tree from the base, but its a common enough alteration that it might as well be standard.

Hi guys, how are you guys feeling about the technology pacing in this alpha?

I'm kinda busy recording TV shows with my computer and my defective capture card will not let me multi-task recording and game playing (for instance, muting it mutes the whole computer). Plus I've been analyzing the new starbase modules, adding data to my spread sheets, and have been trying to finish off TA 101. I'll be playing again tomorrow.

By the way, if you haven't noticed, I'm having many thoughts about the changes being made. If I get around putting together a report, would you read it?

About the mining I should say all of the AI's are mining too slowly. It is midgame and most of the AI's have most of their asteroids undeveloped whereas I am +20 with all of mine. This is with them all being on the tough AI setting.